#define PHASEFAC (2.0)
#define PLNETMAX (10)
-#define NEVENTS (8)
#define GALSIZE (8)
#define QUADSIZE (10)
#define BASEMAX (6)
#define DDSP 14 // Added deep space probe
#define NDEVICES (15) // Number of devices
+/* Define future events */
+#define FSPY 0 // Spy event happens always (no future[] entry)
+ // can cause SC to tractor beam Enterprise
+#define FSNOVA 1 // Supernova
+#define FTBEAM 2 // Commander tractor beams Enterprise
+#define FSNAP 3 // Snapshot for time warp
+#define FBATTAK 4 // Commander attacks base
+#define FCDBAS 5 // Commander destroys base
+#define FSCMOVE 6 // Supercommander moves (might attack base)
+#define FSCDBAS 7 // Supercommander destroys base
+#define FDSPROB 8 // Move deep space probe
+#define NEVENTS (9)
+
// Scalar variables that are needed for freezing the game
// are placed in a structure. #defines are used to access by their
// original names. Gee, I could have done this with the d structure,
double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
double damage[NDEVICES]; // damage encountered
- double future[NEVENTS+1]; // future events
+ double future[NEVENTS]; // future events
char passwd[10]; // Self Destruct password
int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
int ky[(QUADSIZE+1)*(QUADSIZE+1)];
FHOLE} FINTYPE ;
enum loctype {neither, quadrant, sector};
-/* Define future events */
-#define FSPY 0 // Spy event happens always (no future[] entry)
- // can cause SC to tractor beam Enterprise
-#define FSNOVA 1 // Supernova
-#define FTBEAM 2 // Commander tractor beams Enterprise
-#define FSNAP 3 // Snapshot for time warp
-#define FBATTAK 4 // Commander attacks base
-#define FCDBAS 5 // Commander destroys base
-#define FSCMOVE 6 // Supercommander moves (might attack base)
-#define FSCDBAS 7 // Supercommander destroys base
-#define FDSPROB 8 // Move deep space probe
-
#ifdef INCLUDED
char *device[NDEVICES] = {
"S. R. Sensors",